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@ -10,7 +10,6 @@ class Actor(PandaObject, NodePath):
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#create the Actor class globals (ewww!)
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notify = directNotify.newCategory("Actor")
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partPrefix = "__Actor_"
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#special methods
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@ -361,13 +360,13 @@ class Actor(PandaObject, NodePath):
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NOTE: Returns info only for the first LOD"""
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# use the first lod
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lodName = self.__animControlDict.keys()[0]
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if (partName==None):
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partName = self.__animControlDict[lodName].keys()[0]
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if (animName==None):
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animName = self.getCurrentAnim(partName)
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animControl = self.getAnimControl(animName, partName, lodName)
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if (animControl != None):
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return animControl.getPlayRate()
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@ -769,26 +768,23 @@ class Actor(PandaObject, NodePath):
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NOTE: stops all LODs"""
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for lodName in self.__animControlDict.keys():
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animControlDict = self.__animControlDict[lodName]
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if (animName == None):
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# loop and stop all anims
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if (partName == None):
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# loop over all parts
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for thisPart in animControlDict.keys():
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for thisAnim in animControlDict[thisPart].keys():
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animControlDict[thisPart][thisAnim].stop()
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else:
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# stop just this part
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for thisAnim in animControlDict[partName].keys():
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animControlDict[partName][thisAnim].stop()
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# assemble lists of parts and anims
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if (partName == None):
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partNames = animControlDict.keys()
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else:
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# stop the specified anim
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if (partName == None):
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# loop over all parts
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for thisPart in animControlDict.keys():
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animControlDict[thisPart][animName].stop()
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else:
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animControlDict[partName][animName].stop()
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partNames = [partName]
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if (animName == None):
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animNames = animControlDict[partNames[0]].keys()
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else:
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animNames = [animName]
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# loop over all parts
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for thisPart in partNames:
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for thisAnim in animNames:
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# only stop if it's bound
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if isinstance(animControlDict[thisPart][thisAnim],
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AnimControl):
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animControlDict[thisPart][thisAnim].stop()
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def play(self, animName, partName=None):
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"""play(self, string, string=None)
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@ -865,6 +861,8 @@ class Actor(PandaObject, NodePath):
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animControlDict = self.__animControlDict[lodName]
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if (animControlDict.has_key(partName)):
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if (animControlDict[partName].has_key(animName)):
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# make sure the anim is bound first
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self.bindAnim(animName, partName, lodName)
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return animControlDict[partName][animName]
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else:
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# anim was not present
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@ -929,7 +927,6 @@ class Actor(PandaObject, NodePath):
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model.removeNode()
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def loadAnims(self, anims, partName="modelRoot", lodName="lodRoot"):
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"""loadAnims(self, string:string{}, string='modelRoot',
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string='lodRoot')
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@ -938,62 +935,125 @@ class Actor(PandaObject, NodePath):
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to 'lodRoot' for non-LOD actors) and dict of corresponding
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anims in the form animName:animPath{}"""
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Actor.notify.debug("in loadAnims: %s, part: %s, lod: %s" %
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(anims, partName, lodName))
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animDict = {}
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#Actor.notify.debug("in loadAnims: %s, part: %s, lod: %s" %
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# (anims, partName, lodName))
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for animName in anims.keys():
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# load the anim and get its anim bundle
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anim = loader.loadModelOnce(anims[animName])
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animBundle = \
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(anim.find("**/+AnimBundleNode").node()).getBundle()
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# bind anim
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bundleNode = (
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self.__partBundleDict[lodName][partName]).node()
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animControl = (bundleNode.getBundle()).bindAnim(animBundle, -1)
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if (animControl == None):
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Actor.notify.error("Null AnimControl: %s" % (animName))
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else:
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animDict[animName] = animControl
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# make sure this lod in in anim control dict
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if not (self.__animControlDict.has_key(lodName)):
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lodDict = {}
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self.__animControlDict[lodName] = lodDict
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self.__animControlDict[lodName][partName] = animDict
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# clean up after ourselves
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anim.removeNode()
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# make sure this part dict exists
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#if not (self.__animControlDict[lodName].has_key(partName)):
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# partDict = {}
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# self.__animControlDict[lodName][partName] = partDict
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if not (self.__animControlDict[lodName].has_key(partName)):
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partDict = {}
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self.__animControlDict[lodName][partName] = partDict
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# make sure this an anim dict exists
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#if not (len(self.__animControlDict[lodName][partName].keys())):
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# animDict = {}
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# self.__animControlDict[lodName][partName] = animDict
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if not (len(self.__animControlDict[lodName][partName].keys())):
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animDict = {}
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self.__animControlDict[lodName][partName] = animDict
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# add this part's dictionary to animation dictionary
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#self.__animControlDict[lodName][partName][animName] = animControl
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# store the file path for now, we assume its been preloaded
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# and will bind it only when played
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self.__animControlDict[lodName][partName][animName] = anims[animName]
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def unloadAnims(self, anims, partName="modelRoot", lodName="lodRoot"):
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"""unloadAnims(self, string:string{}, string='modelRoot',
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string='lodRoot')
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Actor anim unloader. Takes an optional partName (defaults to
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'modelRoot' for non-multipart actors) and lodName (defaults
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to 'lodRoot' for non-LOD actors) and dict of corresponding
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anims in the form animName:animPath{}. Deletes the anim control
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for the given animation and parts/lods."""
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Actor.notify.debug("in unloadAnims: %s, part: %s, lod: %s" %
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(anims, partName, lodName))
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if (lodName == None):
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lodNames = self.__animControlDict.keys()
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else:
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lodNames = [lodName]
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if (partName == None):
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partNames = self.__animControlDict[lodNames[0]].keys()
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else:
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partNames = [partName]
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for lodName in lodNames:
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for partName in partNames:
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for animName in anims.keys():
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# delete the anim control
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del(self.__animControlDict[lodName][partName][animName])
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# store the filepath for reloading
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self.__animControlDict[lodName][partName][animName] = \
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anims[animName]
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def bindAnim(self, animName, partName="modelRoot", lodName="lodRoot"):
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"""bindAnim(self, string, string='modelRoot', string='lodRoot')
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Bind the named animation to the named part and lod
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"""
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if lodName == None:
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lodNames = self.__animControl.keys()
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else:
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lodNames = [lodName]
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# loop over all lods
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for thisLod in lodNames:
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if partName == None:
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partNames = animControlDict[lodName].keys()
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else:
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partNames = [partName]
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# loop over all parts
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#animLengths = {}
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for thisPart in partNames:
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ac = self.__bindAnimToPart(animName, thisPart, thisLod)
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#animLengths[partName] = ac.getNumFrames()
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def __bindAnimToPart(self, animName, partName, lodName):
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"""for internal use only!"""
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# make sure this anim is in the dict
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if not self.__animControlDict[lodName][partName].has_key(animName):
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Actor.notify.debug("actor has no animation %s", animName)
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# only bind if not already bound!
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if isinstance(self.__animControlDict[lodName][partName][animName],
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AnimControl):
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return None
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# fetch a copy from the modelPool, or if we weren't careful
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# enough to preload, fetch from disk :(
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animPath = self.__animControlDict[lodName][partName][animName]
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anim = loader.loadModelOnce(animPath)
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animBundle = \
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(anim.find("**/+AnimBundleNode").node()).getBundle()
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# cleanup after ourselves
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anim.removeNode()
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# bind anim
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bundleNode = (
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self.__partBundleDict[lodName][partName]).node()
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animControl = (bundleNode.getBundle()).bindAnim(animBundle, -1)
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if (animControl == None):
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Actor.notify.error("Null AnimControl: %s" % (animName))
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else:
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# store the animControl
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self.__animControlDict[lodName][partName][animName] = animControl
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Actor.notify.debug("binding anim: %s to part: %s, lod: %s" %
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(animName, partName, lodName))
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return animControl
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def __copyPartBundles(self, other):
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"""__copyPartBundles(self, Actor)
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Copy the part bundle dictionary from another actor as this
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instance's own. NOTE: this method does not actually copy geometry"""
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for lodName in other.__partBundleDict.keys():
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print "copyPart: lodName:", lodName
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self.__partBundleDict[lodName] = {}
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for partName in other.__partBundleDict[lodName].keys():
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print " partName: ", partName
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# find the part in our tree
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partBundle = self.find("**/" + Actor.partPrefix + partName)
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if (partBundle != None):
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@ -1011,24 +1071,30 @@ class Actor(PandaObject, NodePath):
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bundles in our part bundle dict that have matching names, and
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store the resulting anim controls in our own part bundle dict"""
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for lodName in other.__animControlDict.keys():
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print "copyAnim: lodName: ", lodName
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self.__animControlDict[lodName] = {}
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for partName in other.__animControlDict[lodName].keys():
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print " partName: ", partName
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self.__animControlDict[lodName][partName] = {}
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for animName in other.__animControlDict[lodName][partName].keys():
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print " anim: ", animName
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# get the anim
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animBundle = \
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other.__animControlDict[lodName][partName][animName].getAnim()
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# get the part
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partBundleNode = (self.__partBundleDict[lodName][partName].node())
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# bind the anim
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animControl = \
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(partBundleNode.getBundle().bindAnim(animBundle, -1))
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if (animControl == None):
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Actor.notify.error("Null animControl: %s" % (animName))
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# if the anim is bound copy the animControl
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if isinstance(
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other.__animControlDict[lodName][partName][animName],
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AnimControl):
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# get the anim
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animBundle = \
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other.__animControlDict[lodName][partName][animName].getAnim()
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# get the part
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partBundleNode = \
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(self.__partBundleDict[lodName][partName].node())
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# bind the anim
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animControl = \
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(partBundleNode.getBundle().bindAnim(animBundle, -1))
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if (animControl == None):
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Actor.notify.error("Null animControl: %s" % (animName))
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else:
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# store the anim control
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self.__animControlDict[lodName][partName][animName] = animControl
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else:
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# store the anim control
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self.__animControlDict[lodName][partName][animName] = animControl
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# else just copy what's there
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self.__animControlDict[lodName][partName][animName] = \
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other.__animControlDict[lodName][partName][animName]
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@ -19,4 +19,7 @@ class DistributedActor(DistributedNode.DistributedNode, Actor.Actor):
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return None
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def disable(self):
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# remove anims here
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print("####\n#### anim dump!\n####")
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DistributedNode.DistributedNode.disable(self)
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